Spellbook
Showing spells 1249–1272 of 1400.
you restore temporary life to a body that has been dead for less than 48 hours. the spell lasts for 24 hours, after which the target dies again. the target gains 1 permanent negative level while under...
- Arcanist 7
- Sorcerer 7
- Witch 7
- Wizard 7
you call upon the spirits of nature to help you adapt to your environment. you treat the terrain you are in as your most favored terrain until this spell ends.if you do not have the favored terrain cl...
- Hunter 4
- Ranger 4
you fill a target with such profound remorse that it begins to harm itself. each round, the target must save or deal 1d8 points of damage + its strength modifier to itself using an item held in its ha...
- Arcanist 4
- Bard 3
- Cleric 4
- Inquisitor 3
- Oracle 4
- Skald 3
- Sorcerer 4
- Warpriest 4
- Wizard 4
this spell causes spines to grow from your exposed skin, damaging creatures that strike you. any creature striking you with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of p...
- Alchemist 3
- Druid 4
- Hunter 4
- Investigator 3
- Shaman 4
the firearm targeted creates a thunderous report, even if the firearm is not loaded. every creature within 15 feet of the creature wielding or carrying the firearm must succeed at a fortitude save or ...
- Arcanist 2
- Bard 2
- Skald 2
- Sorcerer 2
- Witch 2
- Wizard 2
you create an unmoving, opaque sphere of force of any color you desire around yourself. half the sphere projects above the ground, and the lower hemisphere passes through the ground. as many as nine o...
- Arcanist 3
- Bard 3
- Skald 3
- Sorcerer 3
- Wizard 3
you harden your body against the stresses of long travel. you halve the damage caused by hustling and forced marching (see pathfinder rpg core rulebook 171). in addition, for the duration of the spell...
- Hunter 1
- Inquisitor 1
- Ranger 1
you can cast this spell as part of the action to begin an inspire competence bardic performance. the benefit of inspire competence persists for as long as is necessary to complete the target's next sk...
- Bard 1
- Skald 1
this spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. the subject can speak only one...
- Adept 3
- Alchemist 3
- Arcanist 3
- Bard 2
- Cleric 4
- Inquisitor 2
- Oracle 4
- Shaman 4
- Skald 2
- Sorcerer 3
- Summoner 3
- Warpriest 4
- Witch 3
- Wizard 3
this spell functions like tongues, except you divide the duration in 10-minute intervals among the creatures touched.
- Alchemist 4
- Arcanist 4
- Bard 3
- Cleric 5
- Investigator 4
- Oracle 5
- Skald 3
- Sorcerer 4
- Summoner 4
- Warpriest 5
- Witch 4
- Wizard 4
you must hold an elixir, infused extract, poison, or potion in hand as you cast this spell. the held substance drains from its container into a magical sac in your body. while the spell lasts, you can...
- Alchemist 2
- Arcanist 3
- Investigator 2
- Sorcerer 3
- Wizard 3
your successful melee touch attack causes the target to ignite in a violent burst of flame, dealing 1d6 points of fire damage. if it fails its saving throw, the target also catches on fire . if the ta...
- Arcanist 1
- Bloodrager 1
- Druid 1
- Hunter 1
- Inquisitor 1
- Magus 1
- Sorcerer 1
- Witch 1
- Wizard 1
you channel negative energy through your touch, fatiguing the target. you must succeed on a touch attack to strike a target. the subject is immediately fatigued for the spell's duration.this spell has...
- Adept 0
- Arcanist 0
- Sorcerer 0
- Witch 0
- Wizard 0
with a single touch, you reduce a creature to a fumbling clown. the target takes a penalty to its dexterity equal to 1d6+1 per two caster levels (maximum 1d6+5). this penalty cannot drop the target's ...
- Arcanist 1
- Bard 1
- Bloodrager 1
- Skald 1
- Sorcerer 1
- Wizard 1
with a touch, you reduce the target's mental faculties. your successful melee touch attack applies a 1d6 penalty to the target's intelligence, wisdom, and charisma scores. this penalty can't reduce an...
- Arcanist 2
- Bloodrager 2
- Sorcerer 2
- Witch 2
- Wizard 2
you create a coating of slime on your hand. when you make a successful melee touch attack with the slime, it pulls free of you and sticks to the target, at which point it acts like green slime, dealin...
- Alchemist 4
- Arcanist 4
- Bloodrager 4
- Druid 4
- Hunter 4
- Investigator 4
- Sorcerer 4
- Witch 4
- Wizard 4
you cause webs to grow between the target's fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on swim checks and the ability to take 10...
- Alchemist 1
- Arcanist 1
- Bloodrager 1
- Druid 1
- Elementalist Wizard 1
- Hunter 1
- Investigator 1
- Sorcerer 1
- Wizard 1
you can cast this spell only if you are currently poisoned. you draw upon the poison in your body and duplicate its effects in the target, which is affected by the same poison you are, except it uses ...
- Antipaladin 2
- Arcanist 3
- Sorcerer 3
- Wizard 3